In this live training session we will learn the fundamentals of authoring shaders for Unity and you will learn how to write your very first shader. No prior knowledge of authoring shaders is required.
In this live training session we will learn the fundamentals of authoring shaders for Unity and you will learn how to write your very first shader. No prior knowledge of authoring shaders is required. In this first step we will introduce our project and goals.
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Note: The code below is not C# code. It should go inside a new Shader file.
In this step we will give a brief overview of the rendering process in Unity.
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In this step we will learn the basic structure of an unlit shader and how it works.
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In this step we will review the code in the default unlit shader, starting with the vertex function.
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In this step we will explain the purpose of the fragment function in an Unlit shader and add a property to tint the color of our object.
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In this step we will make our shader transparent and look at the purpose of the render queue and blend modes.
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In this step we will learn how to discard certain pixels in the vertex function for a cutout effect and move our vertices in the vertex function to create rippling displacement effects.
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In this step we will explain the purpose of the fragment function in an Unlit shader and add a property to tint the color of our object.
This content is hosted by a third party provider that does not allow video views without acceptance of Targeting Cookies. Please set your cookie preferences for Targeting Cookies to yes if you wish to view videos from these providers.